VAFUG: A Model for Designing Educational Activities grounded in Game Studies and Aesthetics

Authors

  • Alejandro Lozano University of Salamanca https://orcid.org/0000-0002-6831-0000
  • Santos Urbina Universitat de les Illes Balears
  • Jorge Oceja Universitat de les Illes Balears

DOI:

https://doi.org/10.34190/ecgbl.19.2.4136

Keywords:

video games, education, game studies, art, design-based research

Abstract

This paper introduces VAFUG, a model for designing learning activities that draw on the expressive and affective dimensions of commercial video games. Developed through a Design-Based Research process (DBR), VAFUG offers a set of indicators organized into three analytical components —Visual and Auditory Environment, Fictional Universe, and Core Gameplay— that guide educators through a descriptive phase and a subsequent process of identifying relevant educational questions. The model aims to support the design of dialogical activities that are both sensitive to the emotional and symbolic depth of games and adaptable to diverse classroom settings. This first design cycle covers the initial DBR phases, namely: 1) analysis of practical problems (the lack of analytical models available to educators for examining video games and designing meaningful educational activities); 2) development of solutions (our proposed model, influenced by both Game Studies and Aesthetics); and 3) testing and refinement (through an application of the model to the game Neva (Nomada Studio, 2024), a visually and emotionally rich indie title). The application enabled a preliminary validation of the model’s descriptive and heuristic dimensions and allowed for the formulation of early design principles to guide future educational interventions. Preliminary results suggest that VAFUG can facilitate a more deliberate and context-aware incorporation of video games into educational contexts, particularly in relation to civic and socioemotional competences. Moreover, the model encourages a form of pedagogical engagement that recognizes the cultural, artistic, and affective potential of video games as meaningful learning objects. In this sense, VAFUG also contributes to the broader dialogue on how Game Studies and Aesthetics can inform educational innovation.

Author Biographies

Alejandro Lozano, University of Salamanca

Dr Alejandro Lozano holds a PhD in Philosophy and currently teaches at the University of Salamanca. His research focuses on digital aesthetics and the relationship between art, technology, and society. His main research areas include the cultural impact of games and entertainment, and the influence of fiction on technological discourse.

Santos Urbina, Universitat de les Illes Balears

Santos Urbina holds a degree in Psychology and Education and a PhD in Educational Sciences. He is a professor in the Area of Didactics and School Organization at the University of the Balearic Islands. His research interests include technology-enhanced learning environments, and the intersection of Game Studies and education.

Jorge Oceja, Universitat de les Illes Balears

Jorge, teacher and educational psychologist, earned his PhD with international residencies at institutions such as the Gamification Lab (Leuphana University). He is now Ramón y Cajal senior researcher at Universitat de les Illes Balears, leading PLAYCOMP, a project promoting civic and socioemotional competences through the use of indie games.

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Published

2025-09-26